No Cocaine in the Bedroom, Please

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No Cocaine in the Bedroom, Please
Date2086-02-23
GMRobinton
LocationKent, Tacoma
Status Threat Level: Milk
Factions Involved
ShadowHaven
Naomi Fisk
Major Corp
Chameleon
Backseat
Heart of the Tempest
Brine
Quoth
Mirage
Miut
Getaway
Grackle
Asura
Doggie Bag
Titan
Poe
The Collector
Character1
Character2


Summary

Background

Naomi Fisk, after an extended courtship with Chameleon, has agreed to move in with him and, as such, they are throwing a housewarming party.

Act 1: The Party

Session 1

As folks began to filter into the housewarming party for Naomi and Chameleon, good conversation occurs as some of the Haven runners meet each other for the first time and some old friends reconnect. Chameleon's invitation pulls out some of the older crowd of the Haven as well as a small pile of newer runners without much street cred to their name - but willing to use the time and place to network a bit and meet some of their colleagues.

Session 2:

As the party, chatter, and food continue on, a sudden downpour of rain begins. While the Emerald City is always vaguely rainy, this seems sudden and just as equally severe. Broad sheets of rain pelt down on the condo's windows as dark clouds roll in with surprising quickness. There is the vague sense of ear-popping pressure as a massive stormfront rolls in, adding the occasional crack of thunder or brief pelting of hail from the upper atmosphere.

The sudden dimness in the early evening casts a shadow over the condo, as does the sense of foreboding and that comes with it.

A number of the party-goers notice the strange weather and Quoth, in particular, seems to be certain that they saw the walls bleeding for just a moment. Assensing the issue, they realize there is a magical front pushing the suddenly strange and severe storm.

Session 3:

The rolling of the rain over the windowpanes. The sky darkening with deep and foreboding clouds. The beginnings of the thin edge of tension, of adrenaline, of flight-or-fight. After all, this is a house filled with runners - fighters, awakened, killers, and thieves.

With a crack of lightning that rattles the windows, the storm seems to get worse. What was, a few moments ago, merely heavy rain has now become an utter deluge - and with it the near constant pinprick feeling of numinous perception.

The runners begin to understand what is happening - some of them erect mana barriers, some of them rely on their metamagic and protections; a number of them realize that what is occurring is BECAUSE of the storm - a mana storm is rolling over them, throwing off grand swaths of magic. Chameleon realizes that Naomi Fisk is missing as Poe does his diviniation:

His vision flickers in and out, a series of images that linger in his mind a moment. A river, crooked and bending, in an untamed wild frontier. Blood. So much blood, a river of it, running off a tall hill and slowly pouring down into the river. The smell of smoke - woodfires burning, the particular scent of trees and fresh air and grass and campfire stoves. A glint of metal. The sound of something bladed - a knife? An axe? Flying through the air. And then a scream. That might have sounded like Naomi Fisk. Pain, pouring off like rainwater, soaking into the earth to rise again, and then come pouring down in vast, wide, sheets of rain

And then the storm begins to land in earnest....

Act 2: The Storm Hits

Session 4: The wave of magic that rolls over the small condo is almost tangible, even to non-awakened. The only one spared from that overwhelming sense of vertigo and distortion is likely to be Getaway, thanks to his drone body, but that only means he gets to play witness to everyone else swaying under the utter deluge of magical power.

Some fall, collapsing under the weight of it. Some stand, bracing themselves against the tide of magic like a child standing in the surf.

Their visions grow hazy, the magical effects of the storm buffeting the condo with multihued energies. And when it clears... it takes them a moment to realize what they are seeing.

The inside of the condo is gone, replaced by natural woods and a stone fireplace. Light streams in from through single pane windows and the sounds of woods and birdsong can be heard outside. A stone fireplace sits in the center of the room near freshly chopped wood.

As their mind begins to register that strangeness, they realize that everyone else in the room is likewise affected...

---

Mechanics:

Meta-Knowledge: You are in a Displacement Alchera. You may use your action this round to roll appropriate knowledge skills (Magical Theory, Magical Threats, etc) at a Threshold of 3 in order to take this information in-character.

The condo has been replaced by a log cabin from the mid to late 1860's.

The runners in it, likewise, have been 'displaced' to a version of themselves from the 1860's. They can 'feel' all their normal things, such as elf ears or the like, but there is a magical shell over them that gives them an appearence that fits in. You're welcome to take some creative license with this - gnomes could present as children or could have a paradoxical boost of height, etc.

When looking at yourself in a mirror or similar, you can see the 'displacement shell' over your normal features, and all your normal mechanics work, though when you look at each other, you only see the 1860's image, albeit one that you can absolutely recognize in terms of who is who.

If you have weapons on you, they look 'setting appropriate', etc.

Again, no mechanics have changed, you're just now in an 1860's setting with 1860's cosmetics.

Pending

Rewards

Game Quotes

Player After Action Reports (AARs)